(OLD) combat feedback thread
I've closed this thread due to it being pretty old, that does NOT mean we're done with combat feedback, though! You can find the new thread here: https://enshrouded.featureupvote.com/suggestions/592611/general-combat-feedback-thread-update-4
Old message:
We've gotten a fair bit of combat feedback, some of it well written, but a lot of it is not specific enough to warrant its own actionable ticket. I've merged it here for now to avoid deleting all the valuable feedback.
-Toast
Comments: 57
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06 Jun, '24
Hakki MergedHighlighted comment
Wands were nerfed by 37% in the most recent patch and that feels like too much, please buff them again. -
27 Jan, '24
ilev MergedAdding jump attack or charged attack or some more combos with skill points
Great game btw -
27 Jan, '24
HIBIKI MergedAdding diverse combat skills to weapons enhances the game's combat system, making it more engaging than a monotonous cycle of attacks and dodges. This approach increases the sense of exploration and discovery for players, encouraging them to seek out and find unique weapons that suit their preferred playstyle.
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27 Jan, '24
Phillip713 Mergedit would be nice to see more moves for weapons and enemies to give the combat a bit more depth.
Charge attacks or special combo strings, or maybe special attacks for each weapon type would add a lot to the feel of combat.
Special stats or effects for certain gear that have noticeable impact in how you play could also help enhance this. -
28 Jan, '24
Materasu MergedBesides the constant building of the base, fighting is also a big focus in this game. That's why I think there should be more variation in combat animations and an improved combat system that gives variety, challenge and more fun.
Combination like for honor and eldenring -
29 Jan, '24
DragonsDuskAlong the lines of this, it would be nice if when we do get a stun for a parry it lasts a little longer or the hit after the parry/during the stun does a lot more damage.
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30 Jan, '24
inbinceableI agree. So far melee DPS and Tank style gameplay feels exceedingly underwhelming, not all that fun compared to DPS Mages. You spend so much time in a monsters face to do melee dmg and they do so much dmg you can't tank much let alone more than 1 monster from multiple directions. You might Parry 1 monster in front of you but take backstab dmg from multiple mobs behind you, take 1 swing with a 2H, hit them, go for your spinning side swing but they attack mid swing and their attack trumps your attack so it interrupts your swing and you take dmg. You can be dead SO fast, even with Tank nodes you won't live long playing that way.
Meanwhile I have friends that kite cuz they dont need to be close range with double jumps and blinks, take some high ground where they can't get hit while mobs focus me, they throw 3-5 UNINTERRUPTED hits at the mobs/bosses doing WAY more dmg and kill everything, meanwhile... Im dead waiting for a revive every single time. -
30 Jan, '24
MarkTo add to the general combat improvement ideas: melee in corridors feels pretty awful. Constantly hitting walls, door frames, and objects is not enjoyable, but there isn't any way to avoid it. Yes, it is "realistic" since we are swinging a sword/mace/axe in an enclosed space, but it is not fun.
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30 Jan, '24
AzgedaThe only cavoites I could add to this would be
1) Melee durability needs a bump up for 1h since the talent lets you swing faster and does very little damage compared to the other classes generally 1/4 of the way through a compound, you're praying for a repair station.
2) Stagger build from parries and block damage needs and increase and the visuals for your execution strike needs significant work it takes WAY to long to let them settle and get the popup to use it. As it stands the enemy is near dead by the time you even see the option even when they block the whole fight. (all of which NUKE your weapon durability)
3) the green sword dual wielders are entirely too fast, and there is literally no window to attack them you might be able to get 1 swing out between their chains then a block for the rest of their 4 chains with a slim window to maybe get a counter and another swing. and if you get 2(Which is very common end game) you can't kill em, can't outrun them. -
30 Jan, '24
DaveAgreed. Combat needs rework. One handed melee weapons share the same animations, Jump attacks / evasion aside from small AOE don't do ANY EXTRA damage and consume too much stamina. Enemies have POISE system ( especially later when wearing armour ) yet Players can be interrupted very easily!
Combat starts off good and become button masher / attack and bait later on. I would love to see extra utility on some weapons like Hammers stunning enemies, blades causing bleed and axes going through shields / armour. As it is now its too simple. -
30 Jan, '24
TaylerBootzYeah, the blocking doesn't work all the time and stun seems random. And some enemies take off half my health despite eating, adding constitution points and using health armor. There seems to be very few good weapons too. Hoping they add some more awesome crafted weapons instead of the garbage ones.
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31 Jan, '24
MarcusI beg the devs not to make it easier, I'm melee only and if the game stays as easy as it is I probably wont play it long-term, letting it slide now because EA. I really hate to be that guy but if you are struggling with the difficulty of this game its probably just on you, you canwin the entire game with your brain turned off just spamming the jump attack skill, which needs a cooldown or some kind of nerf.
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31 Jan, '24
StormCancer MergedFirst off, the game is lovely! I know its an early access and new so ofc new things may come but I wanted to suggest the followings:
1. It would be awesome if all weapontypes got their own unique animations and gimmick for normal attacks.
2. It would be awesome if we got active skills for each and all weapontypes in the same fashion we get eternal spells.
3. It would be awesome if we got the skilltrees expanded to fit all new weapontypes into it with unique passive skills (like for example melee dex based weapons such as daggers would has some skills incomporated in the assassin skilltree etc)
4. It would be awesome if enemies used those new active skills aswell!
Thanks for the awesome game! I hope it gets even better! -
31 Jan, '24
hg MergedThe animation for wand attacks feels too slow and lacks any impact. This is not a reference to its damage, just how it feels to use. The current animation is just waving the wand like an orchestra conductor or something. In my opinion the character should be directing a bolt of magic at the enemy with more of a forward flick.
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31 Jan, '24
Materasu MergedIt would be brilliant if the combat system was similar to For Honor combined with Eldenring. It would be so much fun to fight all the enemies and throw them off a high cliff. It would also be great if the world was even more lively with both good and bad NPCs and if there were several villages or even a town that was populated.
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31 Jan, '24
RoganwarriorThe combat is better than Valhiem, but it still sucks. Half the time I fight I am on the wrong menu. Once I engage in combat I want my hotbar to lock and not switch to my damn blue berries.
Blocking is such guess that the function is useless. -
01 Feb, '24
KainAgreed. This game is a confusing mess of super-easy and punishingly unforgiving at the same time. It's like they wanted to have Dark Souls-esque combat without fully understanding why people love those games despite their brutal difficulty.
It's because despite being extremely difficult, those games aren't unforgiving. Every death, with few exceptions, can be directly attributed to player mistake. There is always something you can do to avoid getting hit, and once you learn the patterns you progress and gain in skill both as a character and a player.
Enshrouded has too many "get fukt" mechanics that are either unavoidable or up to chance. This just doesn't feel good to experience, ever. It sucks in the moment and it robs the player of any sense of satisfaction/pride because there's no avenue of growth to overcome the the mechanic. You either just deal with it, cheese it, or avoid it. -
01 Feb, '24
Partisan MergedTwo handed weapons have animations that are both slow and designed for single target swings. While it does do more damage, it's at a considerable disadvantage of struggling versus multiple enemies as well as often needing to trade blows due to its slow startup. It would make more sense if the slow and unwieldy weapon at least have wide swings to compensate for its speed while the far faster one-handed options are more towards poking single targets.
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01 Feb, '24
JihakuI think that the application of roles are strong in this game - so while tanking does do low dps, The Barbarian melee options DO challenge the mage dmg. I am talking full dps vs full dps - and the Barbarian gets to be much tankier doing it. In my game (+100 skill points) I only get blink. My companion has it, and double jump + attack too AND dodge attack.
However, I do agree that 1H weapons are low on dmg, compared to the block strength available for everyone in game, and how questionable stunning is along side merciless executions that need to be more reliable.
As for tanks, More "thorn" like damage would be good outside the mage tree as a solution.
I have not seen ranger dmg. But considering all it takes to see comparable dmg is investment in to each dmg types respective dmg stat, the only true issue I believe lies with non dmg builds lacking dmg options to get through content. Maybe there could be some way to make up some of the difference. -
02 Feb, '24
IvoMelee combat is hard, not in a good way, it needs a lot of balance (damage and survivability). As mentioned in other comments you die too easily because you lack survivability. While attacking you might be interrupted by monsters, you can't kite them and finish them off at a safe distance, parry is not rewarding, and roll is short on distance.
I would suggest some things:
Successful parry: Instantly Stuns enemy
Melee weapons Increase damage
Heavy weapons: They should feel heavy, Increase damage (Beyond one-handed DPS), and have the ability to withstand attacks (uninterrupted swing, maybe a few exceptions)
Melee builds: Need more armor/HP in general, Add them to the armor
Increase roll range: Give it some and also some invincibility frames, so you don't get punished for dodging the right time. Against that flying dinosaur thing and I tried to dodge If I dodge too early It won't attack that location and move to where I stood to attack If I dodged after the attack I would take DMG -
02 Feb, '24
Aoi Jack MergedNova sword is beautiful, but the stats are bad, the Shroud Magic Resistance is highly situational, would be better suited for a shield.
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04 Feb, '24
Jordan Stromme MergedPersonally, I would like to see a play taken out of Diablo II play book, They were really good at randomizing stats on blue and purple gear to keep it relevant. Set stats for each piece of equipment is fine for legendaries. But it makes finding a purple or blue exciting as well.
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09 Feb, '24
Serkisist MergedA little less ambitiously, perhaps we could get some simple improvements along the lines of input cancelling and an input buffer. Being able to cancel, say, a woodcutting axe swing by dodging or jumping , or block a little faster would be excellent. As for a buffer, I often feel as though my clicks are being ignored, sometimes being left standing still despite clicking to continue my one handed melee combo. If we could have an input buffer that only saved the first input after an animation began, so that the next one would start ASAP, that would make combat feel a little more fluid without skewing it entirely in the player's favor.
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19 Feb, '24
CNOJ MergedAnimations, in general, can not be broken, stopped, or interrupted in any way. In order for your character to complete an action, your character must be locked into an animation until the animation completes.
- Lockpicking cannot be canceled and must be completed once started
- "Blink" does not move the character until after the animation is complete
- Attacking faster with the wand (at a rate comparable to bows and swords) is significantly slower due to the animation having to finish on each attack
- Using a pickaxe or axe to collect resources cannot be interrupted or stopped mid swing, and the animation finishes too early with the second swing initiating before the first animation finishes. -
28 Feb, '24
MicheleI believe another improvement would be to allow us to be able to take instant actions. Currently, I can only drink a potion when my last swing has fully completed AND the mob is not hitting me making potions in my action bars useless. I also, wish combat would allow me to change between weapons without requiring me to wait for a clear global cool down to complete. This really makes combat clunky and disheartening due to the requirement to be over powered to kill mini bosses because any smart play or changes mid fight impossible since the mini boss isn't going to stop hitting me while I switch weapons. I often find myself being stun locked while I attempt to change weapons or try to use a potion.
I love the building aspect and really want to adventure further but feel I'm kinda stuck because I'm not over powered enough to move forward. -
14 Mar, '24
Rey Alvidrez MergedMore sword and other weapon combos, specific weapon specials, better animation for magic spells, better moves and stuff for rangers, Class specials and abilities.
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15 Mar, '24
Kwinten Luyckx MergedI asked myself why the combat in Enshrouded is not as exciting as e.g. the old game RUNE.
The runic powers made every weapon unique.
Some enemies where e.g. better killed with a sword to cut off their heads so they would not come back alive.
A precision blow was necessary to cut off the heads.
You could kill enemies with one blow.
If you are fighting an enemy with a shield in Enshrouded, it will take ages to kill it because it just blocks every attack.
If you do a jump attack in Enshrouded, you might just land on the head of the enemy and not even hit him.
If you are fighting large enemies with a melee weapon in Enshrouded, you can't see if you hit him. His health bar is out of the screen.
When you know how to handle a specific enemy, the combat is always the same... e.g. the "dragon birds": just use your shield and a wand... -
26 Mar, '24
DaeumsunIt would be nice to see more substance in attack animations. Like momentum with attacks, and enemies actually feeling the brunt of the attack, this would also extend to the player as well whenever they are hit with an attack they stagger with camera shake to emphasize the severity of the attack.
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01 Apr, '24
WhatAlligatorIsThisYou are frequently hit by enemies who are still an animation frame or two away from you. Even if you blink with well enough time you'll get a hit registered on you while the mob still appears to be in their backswing. If you kite a mob it will run up to you, stop, swing weapons wildly at nothing. But if you blink, the mob literally knows exactly where you will rematerialize somehow before the blink animation is complete. SO, the mobs are too stupid to not swing at nothing when you take 2 steps back, but they can predict with 100% accuracy where you will reappear after blipping out of existence? The stun punch should have a PBAOE effect and longer stun time. Bows should aim faster in aim mode. Dozens more I could suggest.
Not worth adding harder content if the combat is ungratifying and broken. LIttle disappointed with 0.7.1.0 for that. Gonna let it incubate a while. -
03 Apr, '24
LifeisReal System Merged"Wand Animation" (suggested by <Hidden> on 2024-01-31), including upvotes (1) and comments (0), was merged into this suggestion.
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10 Apr, '24
LifeisReal System Merged"Balanced combat animations" (suggested by <Hidden> on 2024-02-01), including upvotes (1) and comments (0), was merged into this suggestion.
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10 Apr, '24
LifeisReal System Merged"Unique animations per Weapon Type and Active Skills for them." (suggested by <Hidden> on 2024-01-31), including upvotes (1) and comments (0), was merged into this suggestion.
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15 Apr, '24
Buck MergedThe reason that my gaming friend group will not buy Enshrouded is because "the combat isn't as good as Elden Ring" (I think they are too grumpy!).
I am not that critical, but I would like to see more mechanics from enemies as well as for player characters.
One example for the sake of brevity:
1) Add a "push" mechanic - e.g. "WH: Vermintide 2". Being able to push/be pushed adds a huge amount of depth to gaming combat in my personal xp.
The Overpower/Block breaking mechanic is in the game, so this would be an intuitive addition.
At the very least, I would like to see improvements with how accurate/specific/tight the combat feels (I don't know how to say what I mean here).
I love this game so far! -
20 Apr, '24
PeterC MergedOr a weapon art/ different moveset depending on the weapon type and learned skills. I can see something like the Elden ring use. You can learn weapon arts for example, and then apply them to certain weapons making different move sets for them. They have a basic a strong and a special movesets, this last one could be changed and if they really want to top it then make it like you can hold them one and two-handed too and depend on your strength its change what you can do. Would be great.
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27 Apr, '24
EricCombat in this game FEELS TERRIBLE. The auto locking for wands, the tight stuck POV in corridors or basements. Auto locking on the target BEHIND the one you are fighting ETC. This is some of the worst feeling combat in ANY game I have ever played. Blocking BEFORE the enemy start there attack instead of during it. Blocking in general feels broken and all kinds of off. The game generally feels great, the combat is the WORST part of this game.
Please rework this entire system. Forced combos with animations that move you PAST your target feels BAD in all situations. Combo attacks against you that double stun you. The dodging is mostly pointless if you don't dodge again, before they start the enemy attack animation. That is just so wrong and enraging to fight against. Mobs don't have telegraphed attacks, because by the time you SEE IT, you have ALREADY taken damage from it.
I am fighting against my anger for this combat system to continue, seriously. -
29 Apr, '24
kiozinThe actual combat system is strange. I like the game, but i want it to be perfect!
1) The character is excessively agile during combat. Melee fighters exploit the double jump followed by a jumping attack, while ranged attackers abuse the double jump and glide to maintain distance. At times, it gives the impression of a "hack and slash" style game.
2) The impact doesn't feel satisfying. As many have pointed out, it feels like you're just swinging your weapon.
3) The enemies, particularly the bosses, seem to have very limited attack patterns. They're so predictable that it becomes dull. There's all this anticipation to defeat the boss, only to find that it's actually easier than dealing with regular mobs.
4) Potions have no cooldown time befere drink another one, healing is super OP in this game. characters could take more damge and have less access to heal.
5) Tank builds should have tenacity to take damage and not be stagged when surrounded.
With this combat would be way better! -
05 Jun, '24
Adam MergedI am loving most aspects of the game so far however the combat is SEVERELY lacking and one-dimensional.
I don't understand why so much focus is going into building and adding new blocks when the combat NEEDS a rework. The building system is good and doesn't need more love right now. Combat needs it way more.
It feels bad to see a big update come out without much of a focus on combat reworks. The instruments are cool, but going back into frustrating combat makes me wonder why the devs are prioritizing things that are fine already.
Here are my biggest critiques
1. Parrying sucks. The timing is weird, super inconsistent. The animation for parrying is the same as blocking which is confusing. Make them different buttons
2. Everything that touches your pinky toe staggers you out of attacks
3. Dodging gives no iframes (why?)
4. Everything does insane dmg to make up for weird AI with bad attacks
5. Good skills locked behind useless ones
6. Boring /bad movesets
7. Enemy lung -
07 Jun, '24
FelipeI completely agree. too add my personal experience: the combat is good, i think its also missing unique dash attack, heavy attack for melee to counter parry, and hand animation for staff casting. maybe give ranged weapon a quick melee attack for parry aswell (but with small damage). also give option for attack direction based on character's direction, not just based on camera direction.
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17 Jun, '24
Toast System"Focus more on combat changes please? Combat is really frustrating and weird." (suggested by <Hidden> on 2024-06-05), including upvotes (1) and comments (0), was merged into this suggestion.
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17 Jun, '24
Toast System"overhaull combat and animation" (suggested by <Hidden> on 2024-01-28), including upvotes (28) and comments (9), was merged into this suggestion.
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17 Jun, '24
Toast System"More combat depth" (suggested by <Hidden> on 2024-01-27), including upvotes (20) and comments (2), was merged into this suggestion.
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17 Jun, '24
Toast System"Personalized Combat Skills" (suggested by <Hidden> on 2024-01-27), including upvotes (4) and comments (2), was merged into this suggestion.
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17 Jun, '24
Toast System"Advanced Fighting system" (suggested by <Hidden> on 2024-01-27), including upvotes (5) and comments (1), was merged into this suggestion.
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19 Jun, '24
Will MergedEven with food buffs and very good armor my mage can now be killed by birds and wolves. You may have had a point in balancing, but the debuffs are too much and are ruining my mage play-through. I have insufficient offense and the blink delays are killing my defense.
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01 Jul, '24
AKeyframe- Dodge (to a lesser extent) / Blink don't feel great due to loss of momentum after use.
- Blink should go through enemies / should not be capable of taking physical damage during the blink
- Talents need an overhaul. 90% of talents at the moment aren't interesting and I find myself not that excited for level ups / roots. Passives should accumulate the more points put into a specific color. More talents focused on giving classes unique abilities / ways of distinguishing them from each other.
- Stealth is not really possible in multiplayer / underwhelming otherwise.
- Releasing Q with a staff, then clicking LMB near the end of a cast shouldn't cause the staff to cast again.
- Dodge / Blink should interrupt most animations/actions
- Channel Heal orbs need some work, they don't really target and are very slow / short range.
- Animation locking on melee / blocking feels off. Seems to be a pause or something in there somewhere that doesn't feel great.
- Not combat but 2x char limit here -
08 Jul, '24
AldiasPlease maybe hire someone who specializes in combat design. It worries me little bit that you call couple of perk changes as combat imrovement (no hate!). We don't need changes is percentages, we need movesets, more weapon types each with unique moveset + more attack types. Please please look how it is done for example in from software games.
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25 Jul, '24
Toast System Merged"Please somewhat rebuff wands and blink rolls" (suggested by <Hidden> on 2024-06-19), including upvotes (1) and comments (0), was merged into this suggestion.
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04 Aug, '24
DragonsDuskAs a ranged character, having all non-ranged enemies just RUSH and surround you is awful. I'm constantly getting maybe one shot off before needing to dash away and eventually my stamina runs out. Yes, I have melee weapons on me too but my armor isn't set up to take as many hits from melee since I'm mostly an archer. Yes, I use a shield.
And on the occasion I can get to a spot where they can't rush me, half the time they stop agro-ing on me and reset their position and health. Attacking them while they reset does nothing.
Thanks for this thread, I really didn't want to start another topic, this was a good idea. -
08 Aug, '24
Julie MergedHave the fighting physics more controlled and the ability to parry be more evident like in Valheim.
In Enshrouded, when I am fighting, everything is just a mass blur of activity and it is hard to get your bearings. The fighting is more clunky and mechanical.
Valheim is a great example of what I'd like to see in fighting mechanics and physics.
LOVE THIS GAME! -
08 Aug, '24
GorzagorzI find that very often the combat turns into trading hits and the victory depends on having enough potions to outheal the damage I receive. This gets exponentially worse with more than one enemy.
-If I swing first they often sneak in a hit during my attack. They seem to swing faster.
-Melee attacks don't reliably make enemies flinch or interrupt their attacks so I often end up carefully poking.
-Dodging is unreliable as enemies track you very well, especially ranged ones. It seems like there is no invincibility frames to compensate for the tracking.
-Groups of enemies seem to throw swings through each other and openings to attack them are rare.
-Merciless Strike often misses and is unusable when fighting multiple enemies, opening me to a lot of damage.
I wish that my melee attacks could more reliably control enemies and for groups to be less aggressive so I had enough time to deal damage and dodge. Maybe Merciless Strike could make you invincible for the duration and stun groups.